Popforce VEX with RBDBulletSolver

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Hello,


I'm trying to create an effect where a force progressively interact with a fractured object.

To achieve that I do it this way :

  • Sphere

  • RBDmaterialfracture

  • Assemble to create packed primitives

  • Attribute wrangle :

    float amp = chf('amplitude');

    vector fadein = {0, 0, 0};

    fadein = set(amp,0,0);

    v@fadein = fadein;


  • RBDbulletsolver.

    Inside that solver a Pop force. Everything works well when I keyframe the Force manually.

    But when I create a VEX expression though :
    force = v@fadein ;


it doesn't actualise every frame but only take the value of the fadein vector at the first frame.

What am I missing ?

By the way is it the best way to achieve this effect ? Or a multisolver with Pop and bullet would be best ?

Thank you !


Image Not Found
Edited by raph.benh - May 22, 2023 09:59:23

Attachments:
Test_Fractured.hip (1.1 MB)

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Hello Raph, animated attributes should be added to the Override attribute list in your RBDBulletSolver so that they're copied to your simulated geometry from your input at every frame:

Edited by Tanto - May 24, 2023 11:22:18

Attachments:
Screenshot from 2023-05-24 10-22-15.png (40.2 KB)

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Oh perfect, thank you so much !
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